Badge
Smash Apprentice
- Joined
- Jan 3, 2013
- Messages
- 186
Nobody can count frames during gameplay, you just have to get a feeling for certain timings. Frame 5 after jumping is the same as for Lucas' wavedashes (if done perfectly) or Wolf's multishines. If you just jump and then downB, this is what you'll get, depending on the timing:Cheers for all the info Badge, although my skill in terms of telling which frame things come out on and such isn't very good yet. I think I can do v1, or maybe it's v2, I'm still not quite sure. I definitely do a grounded magnet, short hop and then do an airborn magnet. Sometimes I can get them really close to the ground so it seems like Lucas is barely short hopping at all, other times my airborn magnets are at a normal sort of short hop height (visibly above ground).
too soon: you jump and no magnet comes out.
too late: you're airborn
right timing: You perform a magnet and go into the grounded stance before the magnet ends
It's sometimes hard to differ between magnets just above the ground (v2) and those that land (v1). What I do is buffer a jump with tap jump to see whether a DJ or a normal jump comes out. If a DJ came out, you downBed on frame 6 or later, otherwise you hit the v1 timing. (you have to time the tap jump input, but it's not really difficult)
If your feet ever don't touch the ground you can forget about continuing to multi magnet and should just DJC aerial out of magnet. Again, I do this with Tap Jump (see below).
I should also mention that multimagnets are relatively hard tech skill, which you shouldn't go for before you have much easier and more important tech like DJC aerials/PKFs down. Most people should just alternate between magnets and aerials, mostly doing grounded magnet->aerial magnet->DJC aerial. It's not realistic to aim for the optimized shield pressure I posted above without extensive training, just find something that you can do and your opponents have a hard time countering. (e.g. I never felt comfortable enough to do the hard shield pressure myself while still maining Lucas, so I'd just wavedash backwards out of magnet most of the time)
How exactly do you perform your DJC aerials? If you're using the C-Stick for NAirs and get an UAir that means you missed the proper angle on the C-Stick, you should be hitting it at a 45° angle, usually down&to a side (but do whatever feels most comfortable). If you have L set to jump I'd recommend using it for the first jump for DJC aerials (second for DJC PKFs), so your right thump is free to go to the C-Stick while your left hand does all the jumping.I'm having trouble doing the C stick method of this. I can get it sometimes, but the problem is that using tap jump means I accidentally perform an UAir or another aerial. Is this just an issue of me mucking up the timing? Using L to jump can also make DJC NAirs easier, but mucking up the timing (which I'm doing frequently at this point) means performing the NAir at the short hop and also at the double jump, not cancelling it. This might be a good method to attack players at the height that that second jump reaches, but isn't really helpful in a situation where you're going for the DJC but muck it up. And claw-grip NAir is really easy because there's no directional input involved, but again switching to claw grip isn't something I'm too comfortable with atm.
If you don't use the C-Stick for NAirs (have it set to smashes), I'd just go Y->Y->A, because you have to let go before hitting A either way. It's a bit hard to get fast enough this way, which is why I heavily prefer using C-Stick set to attack for DJC NAirs. (if they're even useful enough to be worth it, I wouldn't focus too much on this if you have more important stuff in your game you could be working on.)
If you're experimenting with control schemes, I found pretty much everything to get much easier once I started double clawing for like 2 or 3 weeks. (what I'm doing here). Before that I had A set to jumping and X/Y to attacking for a while, which I also really liked (you can't do it in Melee, though). L set to jump is pretty common, though, and not as hard to get used to. Control optimization is something all PM-focused players should look into, imo, because you can drastically improve your tech skill without much work at all.Maybe I'll get DJC PKFs and NAirs down with a normal control scheme and a lot of practice and my current one is over-elaborate and unnecessary, idk.
A disadvantage of setting L to jump is that it's one less usable button for other tricks. E.g. I have R (unused trigger) set to taunt for footstools and X (unused jump button) to shield for super easy powershields. If you have both triggers occupied, you have to choose which of those two you'd want to use. Footstools are currently not very widespread, though, and a footstool button may turn out unnecessary.
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